New answers tagged

0

LeanTween is not something I use since we can animate the camera without any third-party tool using Unity Timeline. My suggestion is to add a half-second delay to that first animation to solve it. Anyhow, the best approach would be to move to Unity Timeline.


1

Untested, and completely from memory, but something kind of along these lines should work. I'll test it tonight when I have access to Unity. //scales all GameObjects in goResizeList to have the same size as the referenceGO. public void resizeAll(List<GameObject> goResizeList, GameObject referenceGO){ Vector3 refSize = referenceGo.renderer.bounds.size;...


-1

I think if you decrease the scale size to 1x from above the Game view, it will fit.


0

The effective current camera will be the last camera marked current. Where last means lower in the scene tree. Thus, if you have three cameras: Camera1, Camera2 and Camera3 (in that order), and they are all marked current… The effective current camera is Camera3. If you unmark Camera3, the effective current camera is Camera2. If you want Camera1 to be the ...


1

Start with a simple refactor: the camera does not follow the player. The camera follows a target. Make the target the player. The game should behave exactly as it does right now. You will want to use interpolation, which you already do. Instead of doing player.Position - camera.Position you do target.Position - camera.Position. And target happens to be equal ...


Top 50 recent answers are included